KC's Age of Worms

Game Master Kobold Catgirl

The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.


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Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

Spellcraft (good hope): 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23

Astraden furrows her brow, concentrating, then recoils backward. "Ouch. That's some powerful tree magic."

As her first action, Astraden will cast blessing of fervour.


The Mournful Song, The Isle of Last Resort

Inits ( Astraden;Carina;Farrukh;Eben;Tanith;Cuetzpalli;Clunk;Tree-Things A+B: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 221d20 + 3 + 2 ⇒ (17) + 3 + 2 = 221d20 + 11 + 2 ⇒ (13) + 11 + 2 = 261d20 + 4 + 2 ⇒ (7) + 4 + 2 = 131d20 + 0 + 2 ⇒ (14) + 0 + 2 = 161d20 + 5 + 2 ⇒ (2) + 5 + 2 = 91d20 + 8 + 2 ⇒ (15) + 8 + 2 = 251d20 + 13 ⇒ (13) + 13 = 261d20 + 13 ⇒ (8) + 13 = 21 Assuming everyone has good hope from Eben or Carina.

The trees split across the seams like ripped rag dolls, and out crawl six horrifying creatures. Cloaked by shimmering black wings, the skeleton alien things appear to be burning from within, a flaming glow shining through their emaciated chests. Sharp talons glitter in the fading light, and small multi-rowed eyes gleam a sickly pale yellow above sharklike maws of countless tiny black teeth. They drip with the foul, black ichor that pervades everything here.

Init Order
Farrukh 26+
Tree-Things (Group A) 26-
Astraden/Carina 22
Eben 13
Tanith 16
Cuetzpalli 9
Clunk 25
Tree-Things (Group B) 21

Image. Map is updated.

Round 1: Farrukh is up!


HP: 7/149| AC: 35 (39) FF: 33 (37) Touch: 16 (20) CMD: 29 (33)| Init: +11|Fort +15, Ref +13, Will +13| Action Points 10/11| Perception +24 (+26 Underground, +27 vs traps)|Aura: +3 AC/Will, 30 ft.|Current Stance: God|

"...What in the hells are these things?"

Farrukh steps forward a bit and takes up a defensive stance.

Readying an action to activate SPinning Adamantine Axe if at least two of them enter my range. Readying a second action (due to God of the Hourglass) to make a standard attack on the first one to come in range.

Attacks, in order:

Spinning: 1d20 + 24 ⇒ (18) + 24 = 42
Tooth slash: 1d20 + 24 ⇒ (17) + 24 = 41

Threat confirm?: 1d20 + 24 ⇒ (10) + 24 = 34


The Mournful Song, The Isle of Last Resort

Round 1: Monsters (First Group)

The first of the creatures to act--the one to the southeast--looks around. Spotting the party, it ripples in form, and four shadowy duplicates split off from it. It streaks towards the party, but it arrives first.

"How sweet it is to see their faces,
Washed in terror, though they deny it,"

Reality bends around its iron-like claws, and shimmering beams of twisted light shoot towards the party.

Carina: 1d8 ⇒ 6 Indigo ray.
Clunk: 1d8 ⇒ 7 Violet ray.
Astraden: 1d8 ⇒ 8 Two rays/ultraviolet.
Tanith: 1d8 ⇒ 8 Two rays/ultraviolet.
Cuetzpalli: 1d8 ⇒ 3 Yellow ray.
Farrukh: 1d8 ⇒ 3 Yellow ray.
Eben: 1d8 ⇒ 3 Yellow ray.

Ast/Tan: 2d8 ⇒ (5, 6) = 112d8 ⇒ (1, 8) = 91d8 ⇒ 6 An Indigo ray apiece, a Red ray for Tanith, and a Blue ray for Astraden.

Yellow rays: Eben, Farrukh and Cuetzpalli, give me Reflex saves.

Eben/Farrukh/Cuetz After Rolling:
If you rolled a 24 or higher, you take 40 electricity damage. If lower, you instead take 80.

Indigo rays: Carina, Astraden and Tanith, give me Will saves.

Carina/Astraden/Tanith After Rolling:
If you rolled a 24 or higher, you're fine. If lower, you instead take the effects of a permanent confusion effect, as per insanity.

Blue rays: Additionally, Astraden, give me a Fortitude save.

Astraden After Rolling:
If you rolled a 24 or higher, you're fine. If lower, you are turned into stone, as per flesh to stone. This is considered a negative outcome.

Red Rays: Additionally, Tanith, give me a Reflex save.

Tanith After Rolling:
If you rolled a 24 or higher, you take 10 fire damage. If lower, you take 20.

Clunk Will Save (good hope) vs. Violet Ray: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 Success.

Clunk is struck by a violet ray, and briefly, his form blurs and fades. But then he snaps back into reality. "This unit cannot accept a paradox," he intones grimly.

Even as he speaks, the four split-off silhouettes form shapes akin to their summoner, encircling the party in a ring of foul shadows.

The second of the monsters, the one closest to the party, gives a laugh like it's being electrocuted. Its shadow, too, begins to split into many. It raises one claw to point at the nearest warrior: Tanith. Wispy slug-like spirits crawl from the earth and swoop towards the warrior, sapping energy wherever they make contact.

"Yet sweeter still, the scent of fear..."

Ranged Touch (touch, FF): 1d20 + 15 ⇒ (11) + 15 = 26 If hit, make a Fortitude save.

After Rolling:
On a 20 or higher, you are Fatigued for the next 3 encounters (or for the next uneventful 1.5 hours' travel). If lower, you are Exhausted for that period.

Four more shades appear around the group. Now there are eight.

The third creature flies forward with a wide, serrated smile, as four more shadow duplicates flit in to join the swarm. It opens its mouth to sing...

... and no sound comes out. Not even the flaps of its great batlike wings can be heard.

It has cast silence, as you might have guessed.

SD will be handling the shadow-attackers, at my desperate request. It's gonna be 32 full attacks, fam.


*=temporarily buffed Human Bard 15/Ranger 1 — 104/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 1/3 5th, 1/4 4th, 0/5 3rd, 4/6 2nd, 3/6 1st — Panache 3/3— Performance 12/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 2/3, Forzamele 2/3

reflex+good hope: 1d20 + 20 + 1 ⇒ (7) + 20 + 1 = 28

Eben zigs and zags, but still can't avoid at least a glancing blow from one of the yellow beams of energy. His lips flap around as though he's trying to say something, but thanks to the last of the three shadow monsters, he doesn't actually make any audible sound. He pats his hair, smoothing it down, clearly concerned that what just happened might disrupt his coif.


Temp Acid Resist: 30|Action Points: 10/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 85/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Will Save *Good Hope, Magic Circle vs. Evil, Moment of Greatness*: 1d20 + 12 + 2 + 2 ⇒ (3) + 12 + 2 + 2 = 19
Action Point: 3d6 ⇒ (5, 5, 3) = 13 Whew! Barely made it!

The indigo ray of CANNOT BE rakes at Carina's mind, but thanks to the myriad of spells protecting her (and a surge of inner will) she barely manages to fight it off!


Male Suel Sacred Fist/Godling 15 | 111/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 7/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Will (good hope): 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
Flex (good hope): 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Fort (good hope): 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39

I got the full set!

Tanith does his best to evade the colorful array of magical blasts and recovers in time to shake loose the wispy slug-like things crawling up his legs. The big man grunts in frustration. He's got plenty of fight left but their touch still leaves him winded.

"I will say this is a tiny improvement over worms."

20 fire damage and fatigued for the duration of the combat.


THP: HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: good hope, shield, owl's wisdom

Reflex save (prot evil): 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32

-40 HP

Cuetzpalli dodges the worst of the yellow ray, but still takes a nasty shock.

Reminder I have prot evil running permanently if it matters

Quote:
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.


The Mournful Song, The Isle of Last Resort

The Silence aura is the pale circle around one of the monsters, by the way. As long as he's not encompassed in that, Eben can quip all he wants.


HP: 7/149| AC: 35 (39) FF: 33 (37) Touch: 16 (20) CMD: 29 (33)| Init: +11|Fort +15, Ref +13, Will +13| Action Points 10/11| Perception +24 (+26 Underground, +27 vs traps)|Aura: +3 AC/Will, 30 ft.|Current Stance: God|

Reflex: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22

Yeowch!

Farrukh jerks and twitches as astounding amounts of electricity course through his body.


The shadowy duplicates swarm in to attack, though a trio are cut down by Farrukh's preternaturally swift movements.

He slashes down the first to come into range, the 5 ft. steps in to fulfill the conditions on two that come near to Astraden.

Single slash damage (crit): 2d6 + 38 ⇒ (1, 4) + 38 = 43

Spinning Slash: 1d6 + 19 + 10d6 ⇒ (1) + 19 + (3, 4, 4, 2, 2, 6, 3, 6, 5, 1) = 56

The remaining duplicates take a swing at each of the others within range, rending them with shadowy claws!

vs Astraden: 5d20 ⇒ (7, 12, 17, 15, 9) = 60
Astraden Will: 1d20 ⇒ 10

Astraden is hit by a claw, a tail slap, and one wing for 20% of 1d6 + 8 + 1d8 + 4 + 1d8 + 4 ⇒ (6) + 8 + (7) + 4 + (2) + 4 = 31 i.e. 6 damage, and begins Bleeding for 1 damage each round.

vs Carina: 5d20 ⇒ (17, 2, 12, 20, 11) = 62
Carina Will: 1d20 ⇒ 2

Carina takes 100% of 1d8 + 4 ⇒ (5) + 4 = 9 damage and begins Bleeding for 1 damage each round.

vs Eben: 10d20 ⇒ (4, 17, 16, 3, 13, 8, 8, 13, 9, 7) = 98
Eben Will: 2d20 ⇒ (12, 4) = 16

Every attack misses Eben.

vs Cuetzpalli: 10d20 ⇒ (12, 15, 15, 8, 4, 2, 9, 4, 1, 14) = 84
Cuetzpalli Will: 2d20 ⇒ (19, 2) = 21

One claw hits Cuetzpalli for 20% of 1d6 + 8 ⇒ (5) + 8 = 13 i.e. 2 damage.

vs Tanith: 5d20 ⇒ (11, 1, 8, 18, 1) = 39
Tanith Will: 1d20 ⇒ 11

All miss Tanith.

Confirm vs Carina: 1d20 ⇒ 12

I will update the Roll20 map with an "Eye" symbol for duplicates who people have passed the Will save to disbelieve.

I forgot Sneak Attack. An additional 9d6 ⇒ (5, 4, 1, 5, 5, 5, 1, 5, 4) = 35 to Astraden (reduced to 7), 3d6 ⇒ (3, 2, 2) = 7 to Carina, and 3d6 ⇒ (6, 2, 6) = 14 to Cuetzpalli, (reduced to 2).


The Mournful Song, The Isle of Last Resort

Init Order
Farrukh 26+
Tree-Things (Group A) 26-
Astraden/Carina 22
Eben 13
Tanith 16
Cuetzpalli 9
Clunk 25
Tree-Things (Group B) 21

Round 1: Everyone Except Farrukh Is Up!


*=temporarily buffed Human Bard 15/Ranger 1 — 104/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 1/3 5th, 1/4 4th, 0/5 3rd, 4/6 2nd, 3/6 1st — Panache 3/3— Performance 12/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 2/3, Forzamele 2/3
Dungeon Kobold wrote:
The Silence aura is the pale circle around one of the monsters, by the way. As long as he's not encompassed in that, Eben can quip all he wants.

I'm not sure which pale circled monster you're referring to. There seem to be multiple monsters with pale circles around them, and all those circles seem to be personal-sized, rather than encompasing a radius. I'll just assume you''re saying Eben can speak for now? If I'm wrong, I'll retcon. But for now..."

Also, Combat Adjudication Bot, can you tell me how many of those attacks ate a mirror image? I figure at least one or two came within 5 points of AC 30.

Surrounded by enemies, both real and imaginary, Eben begins his fancy footwork.
Beginning Dance of 23 Steps as a free action, alsobeginning Inspire COurage as a move action.
"Okay, first of all..." he says, as he clicks a button on his Quickening rod, "What are these things?"
Casting Quickened find fault. Gives me the equivalent of a knowledge (whatever) with a result of 35 to Know Stuff about them. Prioritizing, Special Attacks, Vulnerabilities, and spell-like abilities, in that order.
"Whatever they are..." he says, waiting for the spell's knowledge to hit his brain, "Let's knock 'em out... fast."
Standard action to cast haste. Casting on the defensive concentration check: 1d20 + 21 ⇒ (5) + 21 = 26. Success!

TLDR, Casting find fault, haste, beginning Inspire Courage (+3), and Dance of 23 Steps.


*=temporarily buffed Human Bard 15/Ranger 1 — 104/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 1/3 5th, 1/4 4th, 0/5 3rd, 4/6 2nd, 3/6 1st — Panache 3/3— Performance 12/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 2/3, Forzamele 2/3

It has been pointed out to me that I failed to do this before. Oops.
mirror images: 1d4 + 5 ⇒ (3) + 5 = 8


THP: HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: good hope, shield, owl's wisdom

Busy few days of travel and stuff, will post when I can.


Recalculating variables...

...Eben loses one (1) Mirror Image to a Claw with a hit total of 31. All other attacks are at 30 or less, and do not pop Mirror Images on a miss as Eben's AC is on record as 36. Eben has seven (7) Mirror Images remaining.


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1
Dungeon Kobold wrote:
Two rays/ultraviolet.

Will (good hope): 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 OK

Fortitude (good hope): 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33 OK

A part of Astraden's subconscious is tempted to give in to the urgings of the shadow-lights, imagining the cosmic joke of a statue that cannot give its madness utterance, but her waking mind is too occupied trying to figure out what the creatures are, and the moment passes. Nor is she particularly impressed by the shadows' own duplicates. "Just so y'all are aware, that there thing's just a sandhill heron out past its migration. Thing probably got stuck here when the whole island got sucked into the demiplane."

I should note that Astraden's AC in her bar here is not updated (nor is her HP). Pre-haste she only had 24 AC (though, that was also while she was flat-footed, so Storm Dragon might have caught it).

Also, as an aside, is it praxis to sum together damage from separate attacks from a shadow conjure before dividing by five for disbelief? In Astraden's case it only makes a difference of one hit point, so I'm fine if it's easier for y'all. As it stands, [124/131]

Astraden steps back from her assailant's frenzied pecks and wingbeats and calls to Olidammara. The magic settles uneasily over Eben's existing group magic, like strong spirits mixing with coffee. As she finishes the spell, she also splits off a duplicate of her own.

Round 1: Five-foot step, blessing of fervour on the whole party, and copycat.

What Knowledge check would be applicable to identify these creatures?


Astraden Limhaare wrote:


I should note that Astraden's AC in her bar here is not updated (nor is her HP). Pre-haste she only had 24 AC (though, that was also while she was flat-footed, so Storm Dragon might have caught it).

I didn't catch that, but thankfully it doesn't actually change any of the results.

Astraden Limhaare wrote:
What Knowledge check would be applicable to identify these creatures?

These would be Nature.


THP: HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: good hope, shield, owl's wisdom

Cuetzpalli enters his bloodrage and begins streaking around the enemies making slashes almost too fast to see.

Entering greater bloodrage, using shield as part of that.

Kelmarchen (AS, PA, Good Hope, BoF): 1d20 + 30 + 2 + 2 ⇒ (16) + 30 + 2 + 2 = 502d6 + 37 + 2 ⇒ (1, 4) + 37 + 2 = 442d6 ⇒ (6, 2) = 81d20 + 30 + 2 + 2 ⇒ (12) + 30 + 2 + 2 = 462d6 + 37 + 2 ⇒ (3, 5) + 37 + 2 = 472d6 ⇒ (1, 2) = 31d20 + 21 + 2 + 2 ⇒ (1) + 21 + 2 + 2 = 262d6 + 37 + 2 ⇒ (3, 6) + 37 + 2 = 482d6 ⇒ (3, 2) = 51d20 + 16 + 2 + 2 ⇒ (3) + 16 + 2 + 2 = 232d6 + 37 + 2 ⇒ (1, 5) + 37 + 2 = 452d6 ⇒ (1, 4) = 51d20 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 192d6 + 37 + 2 ⇒ (3, 2) + 37 + 2 = 442d6 ⇒ (2, 3) = 5

Starting on pink dot to my NW, then red dot to my N, then 5' step and continue on green if I can. I honestly forget how that works in PF.

Attack 1: 50 to hit for 44 and 8 holy, if this is an evil outsider 1d6 ⇒ 1 more

Attack 2: 46 to hit for 47 and 3 holy, if this is an evil outsider 1d6 ⇒ 5 more

Attack 3: nat 1

Attack 4: 23 to hit for 45 and 5 holy, if this is an evil outsider 1d6 ⇒ 5 more

Attack 5: 19 to hit for 44 and 5 holy, if this is an evil outsider 1d6 ⇒ 1 more

AC is currently 31/15/30


Yes, you can use your 5 ft. step in between attacks of a full attack in PF; it's your normal Move action you can no longer use. Even if you have an additional Move action from some source or another, the current action (Full Round to full attack) has to end before a new action can be started.

Kelmarchen swings, manifesting a maelstrom of death around the holy rager! Its light cleaves a pair of the shadows in twain with one stroke, then two...but the others prove too nimble for the attacks lacking the initial momentum of his swings. The creatures disappear into puffs of black smoke and fade from sight.

First two attacks slay the Pink and Red monsters outright, while the next three attacks miss Green.


The Mournful Song, The Isle of Last Resort

Eben:
These are ankous, fey assassins that ordinarily travel alone--although these ankous in particular seem much older, much more primeval than any you've heard of before, and they drip with the black ichor of the forest. It's said that fey take on aspects of their environment; these ankous seem to have taken on this forest's foul corruption.

The conjured shadows are illusions, shadow conjurations that can be disbelieved to weaken their attacks. They lack the spellcasting powers of their creators. Ankous possess magic to manipulate shadow and sound, to sap strength, to create rings of pure negative energy. Legend has it that they can only be slain with a blade wrought of cold-wrought iron, which, translated to practical parlance, probably means it's just a huge pain in the ass to do it with anything else.

I made a mistake with Initiative order. The proper order:
Farrukh 26+
Tree-Things (Group A) 26-
Clunk 25
Astraden/Carina 22
Tree-Things (Group B) 21
Tanith 16
Eben 13
Cuetzpalli 9

We'll just say Group B will take full-round actions to escape their trees. This isn't a great fight for "all the bad guys delay to act on the same turn".

Eben, Astraden and Cuetzpalli have acted so far. I think we're still waiting on Carina, and then Tanith's and Clunk's actions.

Round 1:


*=temporarily buffed Human Bard 15/Ranger 1 — 104/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 1/3 5th, 1/4 4th, 0/5 3rd, 4/6 2nd, 3/6 1st — Panache 3/3— Performance 12/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 2/3, Forzamele 2/3

"HERONS? They're Ankou. Fey assassins. Hard enough by themselves, in a group it's another order of magnitude. Those... things they make are shadow constructs, like what I make, but scarier. Try to not believe in them, or if you can see through illusion, that would work too. Cold iron kills the main ankou faster, if anyone has any." Eben says, a sudden encyclopedia of knowledge gained the easy way, by casting a spell.


Male Suel Sacred Fist/Godling 15 | 111/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 7/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

"How are we supposed to try not believing in something Eben?"

Tanith steps over coming to Carina's aid.

"Red, duck!" he warns as his poleaxe swings over her head in great arcing blows.

Attacking pink. If pink dies any remaining attacks will go on the green one to the south.

Attack (GMW, good hope, power attack, fatigue): 1d20 + 22 + 3 + 2 - 3 - 1 ⇒ (13) + 22 + 3 + 2 - 3 - 1 = 36
Damage: 1d10 + 13 + 3 + 3 + 2 + 9 + 7 ⇒ (6) + 13 + 3 + 3 + 2 + 9 + 7 = 43

Iterative: 1d20 + 17 + 3 + 2 - 3 - 1 ⇒ (5) + 17 + 3 + 2 - 3 - 1 = 23
Damage: 1d10 + 13 + 3 + 3 + 2 + 9 + 7 ⇒ (5) + 13 + 3 + 3 + 2 + 9 + 7 = 42

Fervor Attack: 1d20 + 22 + 3 + 2 - 3 - 1 ⇒ (11) + 22 + 3 + 2 - 3 - 1 = 34
Damage: 1d10 + 13 + 3 + 3 + 2 + 9 + 7 ⇒ (7) + 13 + 3 + 3 + 2 + 9 + 7 = 44

Liberty's Edge

Male Underpowered Warrior 1

Clunk smacks the back of his metal hand against the ankou-image to his south (if it's still standing) and steps forward to slash the one menacing him and Eben.

Slam on pink (haste): 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30 Bludgeoning: 2d6 + 3 ⇒ (1, 1) + 3 = 5

+2 bastard sword on red (haste): 1d20 + 20 + 1 ⇒ (18) + 20 + 1 = 39 Slashing, magic: 1d10 + 8 ⇒ (2) + 8 = 10

+2 bastard sword on red (haste): 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34 Slashing, magic: 1d10 + 8 ⇒ (6) + 8 = 14

+2 bastard sword on red (haste): 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25 Slashing, magic: 1d10 + 8 ⇒ (9) + 8 = 17

+2 bastard sword on red (haste): 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 Slashing, magic: 1d10 + 8 ⇒ (6) + 8 = 14


Temp Acid Resist: 30|Action Points: 10/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 85/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

"I hope these guys don't like holy stuff!"

Carina starts fastballing holy bombs!

Holy Bomb *Haste, Good Hope, PBS*: 1d20 + 18 ⇒ (15) + 18 = 33
Holy Bomb *Haste, Good Hope, PBS*: 1d20 + 18 ⇒ (16) + 18 = 34
Holy Bomb *Haste, Good Hope, PBS*: 1d20 + 13 ⇒ (16) + 13 = 29
Holy Bomb *Haste, Good Hope, PBS*: 1d20 + 8 ⇒ (5) + 8 = 13

Holy Damage *Good Hope, PBS*: 8d6 + 7 ⇒ (4, 6, 4, 6, 5, 6, 1, 3) + 7 = 42
Holy Damage *Good Hope, PBS*: 8d6 + 7 ⇒ (2, 6, 5, 2, 6, 3, 5, 4) + 7 = 40
Holy Damage *Good Hope, PBS*: 8d6 + 7 ⇒ (6, 5, 4, 2, 5, 6, 4, 5) + 7 = 44
Holy Damage *Good Hope, PBS*: 8d6 + 7 ⇒ (2, 1, 2, 2, 4, 5, 3, 6) + 7 = 32

Attacks go on whichever is nearest to me and whichever is the most wounded.


The Mournful Song, The Isle of Last Resort

Tanith hacks two of the creatures into shadowy ribbons, but Clunk clearly struggles much more, and only manages to bruise one of them a little. Meanwhile, freed to fire at will without risk to herself, Carina unleashes all her alchemical prowess. The last of the shades surrounding the party are blasted away, freeing them to pursue the shades' summoners.

Of course, that's when the other three claw their way free, and another swarm of shades descends towards the party.

Round 1: Ankous, Group 2

The ankou to the near north grins widely.

"Though steel is bright and fire hot,
Cold and rust and death care not."

It reaches out and plucks a firefly from the air, then crushes it in its claws. The firefly crumbles into ash. With one breath, the ash is sent billowing straight towards the party. The feeling that passes through them is a terrible, hideous cold, but it fails to gain hold. The caster tilts its head to the side.

The ankou to the furthest north seems unphased, however. It gives a merry laugh.

"Not swiftly do all mortals die.
Yea! Most come to wish otherwise!"

It zooms to the south and fires another burst of slug-like spirits, this one targeting 1d3 ⇒ 2 Farrukh!

Ranged Touch Attack @ Farrukh (cover not included): 1d20 + 15 ⇒ (3) + 15 = 18

If that hits, Farrukh must make a Fort save.

After Rolling:
On a 20 or higher, you are Fatigued for the next 3 encounters (or for the next uneventful 1.5 hours' travel). If lower, you are Exhausted for that period.

The farthest ankou looks around, then picks something up from the ground--an old broken-off chunk of menhir. It sings, too, but its voice is muffled by the silence aura between it and the party. And then darkness swells out from the stone like smoke from a stopped bottle, and nothing more can be seen of it--although the cloud of darkness immediately begins to fly towards the party.

For clarity and for Farrukh's sake, it casts deeper darkness on the stone, hands the stone to one of its duplicates, and sends the shadow duplicate with the stone towards the party. It will be keeping its other duplicates close for now.

StormDragon, are you up to run these three sets of shadows?


The shadowy fae begin to move toward the group, the only saving grace being that space is tight; a few have to maneuver awkwardly to even get into position to attack.

One provokes from both Cuetz and Tanith to get in to attack, another provokes from Farrukh. Roll your AoOs if you choose to do so.

Farrukh AoO: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 1d6 + 19 ⇒ (5) + 19 = 24

Hits but does not quite kill one of the Ankou.

Shortly after, darkness closes in on the front ranks, as an oppressive darkness blocks all sight from Cuetzpall, Tanith, Farrukh, and Astraden; hiding them from the view of Eben and Carina who are left outside of it.

All characters lose the benefit of Farrukh's Aegis, as it requires him to be visible and audible for others to benefit.

The Ankou begin attacking, starting with those outside the darkness!

A pair attack Eben:

Ankou 1: 5d20 ⇒ (19, 15, 7, 18, 8) = 67
Ankou 2: 5d20 ⇒ (15, 12, 8, 10, 7) = 52

A flurry of swipes comes at the nimble Bard, but none even manage to nick him, only shattering some illusions along the way.

One more of your Mirror Images is destroyed.

One tries to blender Clunk.

Ankou 3: 5d20 ⇒ (1, 20, 9, 11, 18) = 59

A pair attack Carina.

Ankou 4: 5d20 ⇒ (10, 7, 19, 15, 17) = 68
Ankou 5: 5d20 ⇒ (1, 8, 19, 19, 15) = 62

But she is simply too fast for them to even scratch!

These guys need a 20 to even hit Carina and Eben lol, makes it a little easy to roll for at least.

You guys also get Will saves for each attacker:

Eben: 2d20 ⇒ (1, 19) = 20
Carina: 2d20 ⇒ (20, 4) = 24

One pass, one fail apiece.

One in the Darkness also flails at Eben.

Ankou 6: 5d20 ⇒ (4, 18, 13, 5, 4) = 44

But all miss, and due to the darkness none of his Mirror Images are destroyed!

Two attack Farrukh:

Ankou 7: 5d20 ⇒ (8, 11, 13, 16, 3) = 51
Ankou 8: 5d20 ⇒ (11, 18, 14, 12, 8) = 63

Due to Farrukh's painstaking practice fighting in the dark, the Ankou shadows are unable to lay a finger on him.

One attacks Tanith:

Ankou 9: 5d20 ⇒ (15, 6, 3, 9, 9) = 42

But the Darkness appears to be hurting them more than helping.

Finally, the tenth Ankou assaults Cuetzpalli:

Ankou 10: 5d20 ⇒ (19, 13, 4, 17, 5) = 58
Ankou miss chance: 1d100 ⇒ 65
Cuetz will: 1d20 ⇒ 19

In the Darkness, the shadow image manages to lightly nick Cuetz's cheek.

Cuetzpalli takes 1d6 + 8 ⇒ (3) + 8 = 11 reduced to 2 total damage for disbelieving this obvious apparaition.

Liberty's Edge

Male Underpowered Warrior 1

Clunk is choosing this option from blessing of fervour:
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Clunk grinds his oral gears as the shades prove stronger than he expected. He renews his attack on the one between him and Tanith, but finds it just as difficult to hit as the others.

Slam on eastern shade (haste, blessing of fervour, flank): 1d20 + 13 + 1 + 2 + 2 ⇒ (4) + 13 + 1 + 2 + 2 = 22 Bludgeoning: 2d6 + 3 ⇒ (2, 4) + 3 = 9

+2 bastard sword on eastern shade (haste, blessing of fervour, flank): 1d20 + 20 + 1 + 2 + 2 ⇒ (4) + 20 + 1 + 2 + 2 = 29 Slashing, magic: 1d10 + 8 ⇒ (4) + 8 = 12

+2 bastard sword on eastern shade (haste, blessing of fervour, flank): 1d20 + 20 + 1 + 2 + 2 ⇒ (14) + 20 + 1 + 2 + 2 = 39 Slashing, magic: 1d10 + 8 ⇒ (6) + 8 = 14

+2 bastard sword on eastern shade (haste, blessing of fervour, flank): 1d20 + 15 + 1 + 2 + 2 ⇒ (1) + 15 + 1 + 2 + 2 = 21 Slashing, magic: 1d10 + 8 ⇒ (5) + 8 = 13

+2 bastard sword on eastern shade (haste, blessing of fervour, flank): 1d20 + 10 + 1 + 2 + 2 ⇒ (9) + 10 + 1 + 2 + 2 = 24 Slashing, magic: 1d10 + 8 ⇒ (8) + 8 = 16


The Mournful Song, The Isle of Last Resort

I think Clunk already acted. I didn't say in here, because I was waiting to confirm that nobody was, I don't know, dead, but:

Round 2: Farrukh is up!


THP: HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: good hope, shield, owl's wisdom

AOO:Kelmarchen (AS, PA, GH, BoF): 1d20 + 30 + 2 + 2 ⇒ (14) + 30 + 2 + 2 = 482d6 + 37 + 2 ⇒ (3, 5) + 37 + 2 = 472d6 ⇒ (5, 3) = 8


Male Suel Sacred Fist/Godling 15 | 111/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 7/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

AoO: 1d20 + 22 + 3 + 2 - 3 - 1 ⇒ (7) + 22 + 3 + 2 - 3 - 1 = 30
Damage: 1d10 + 13 + 3 + 3 + 2 + 9 + 7 ⇒ (4) + 13 + 3 + 3 + 2 + 9 + 7 = 41


The Mournful Song, The Isle of Last Resort

For what it's worth, I believe Cuetz kills another one of the shades, while Tanith narrowly misses. It's Round 2, and Farrukh is up.


HP: 7/149| AC: 35 (39) FF: 33 (37) Touch: 16 (20) CMD: 29 (33)| Init: +11|Fort +15, Ref +13, Will +13| Action Points 10/11| Perception +24 (+26 Underground, +27 vs traps)|Aura: +3 AC/Will, 30 ft.|Current Stance: God|

Farrukh takes up a defensive stance and readies himself to whirlwind-blender again.

Full round action to Defensive Focus and regain Spinning Adamantine Axe.

Then he takes a swipe at the nearest shadow monster.

Attack: 1d20 + 24 ⇒ (9) + 24 = 33
Miss (Blind Fight): 2d100 ⇒ (11, 79) = 90
Damage: 1d6 + 19 ⇒ (3) + 19 = 22

He grievously injures but does not slay the beast.


The Mournful Song, The Isle of Last Resort

Round 2: First Group (Red, Green, Pink)

As silence envelops nearly the entire party, Eben, Carina and Clunk hear the battle directly adjacent to them go utterly silent. They can still hear the cruel laughter of the ankous from outside.

No one, though, can see what's happening. All is pitch-black, and for most, all is quiet. Nothing is singing to them now.

Readied Actions, for my own reference):
DC 24
Red fires when the last Red shade is killed:
Carina: 1d8 ⇒ 7 Violet (Sent to another plane (Will negates))
Clunk: 1d8 ⇒ 4 Green (Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*)
Astraden: 1d8 ⇒ 3 Yellow (80 points electricity damage (Reflex half))
Tanith: 1d8 ⇒ 6 Indigo (Insane, as insanity spell (Will negates))
Cuetzpalli: 1d8 ⇒ 1 Red (20 points fire damage (Reflex half))
Farrukh: 1d8 ⇒ 1 Red (20 points fire damage (Reflex half))
Eben: 1d8 ⇒ 1 Red (20 points fire damage (Reflex half))
(and don't forget ankous in the area)

Blue fires when the last Blue shade is killed:
Carina: 1d8 ⇒ 5 Blue (Flesh to stone (Fortitude negates))
Clunk: 1d8 ⇒ 7 Violet (Sent to another plane (Will negates))
Astraden: 1d8 ⇒ 6 Indigo (Insane, as insanity spell (Will negates))
Tanith: 1d8 ⇒ 2 Orange (40 points acid damage (Reflex half))
Cuetzpalli: 1d8 ⇒ 8 Blue (Flesh to stone (Fortitude negates)) + Orange (40 points acid damage (Reflex half))
Farrukh: 1d8 ⇒ 2 Orange (40 points acid damage (Reflex half))
Eben: 1d8 ⇒ 1 Red (20 points fire damage (Reflex half))
Cuetz: 3d8 ⇒ (8, 5, 2) = 15
(and don't forget ankous in the area)

Meanwhile, Cuetzpalli's nearest foe to the northeast of him feels somehow more tangible, more real, as it lashes out at him with wing, tail and claw. The silence feels most intense as it draws nearer--this might be the ankou that summoned the silence into being.

Claw/Claw/Wing/Wing/Tail Miss chance: 2d100 ⇒ (99, 10) = 1092d100 ⇒ (49, 89) = 1382d100 ⇒ (69, 52) = 1212d100 ⇒ (88, 33) = 1212d100 ⇒ (60, 5) = 65
Claw/Claw/Wing/Tail (flat-footed): 1d20 + 14 ⇒ (14) + 14 = 281d20 + 9 ⇒ (2) + 9 = 111d20 + 9 ⇒ (1) + 9 = 101d20 + 9 ⇒ (15) + 9 = 24
If a 28 hits: 1d6 + 8 ⇒ (2) + 8 = 10
If a 24 hits: 1d6 + 8 ⇒ (5) + 8 = 13 plus 2d6 ⇒ (5, 4) = 9 bleed.

Round 2: Clunk, Astraden and Carina are up!

Map is updated. I tried to keep it so you can still see everything actively engaged with you in combat, but you're in deeper darkness (and many of you are in a silence area).


THP: HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: good hope, shield, owl's wisdom

I think I'm actually at AC 31/15/30 currently with all the buffs, so those should miss me.


The Mournful Song, The Isle of Last Resort

Cool! Just checking. Also, I misspoke--I do need Farrukh to act for the shades first. Just an airhead moment on my part. We probably won't do co-GMing in the same combat often, but this is one of those cases where there's just a lot to keep track of and the shades' actions are dead simple.


Two final shades have moved in and start doing their best interpretation of a blender on Astraden and Farrukh!

Vs Astraden: 5d20 ⇒ (20, 6, 9, 6, 11) = 52

Confirm?: 1d20 + 14 ⇒ (17) + 14 = 31

Miss?: 2d100 ⇒ (17, 65) = 82

Astraden, while more lightly protected than other members of the party, avoids most of the attacks of the shade...but not all. In the darkness, a shadowy claw rips deeply into her side.

Astraden Will: 1d20 + 16 ⇒ (14) + 16 = 30

She can feel the lacking substance in its body...but it still manages to draw blood.

Astraden takes 2d6 + 8 ⇒ (3, 3) + 8 = 14 reduced to a total of 2 damage

Vs Farrukh: 5d20 ⇒ (13, 18, 18, 11, 1) = 61

Farrukh, meanwhile, listens to the whistles of the wind and simply moves out of the way of the incoming attacks.

Good ol' Blind-Fight. Never regret taking it.


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

hp [122/131]

Astraden is choosing the +2 to AC from blessing of fervour, giving her a 27 total, though that's only relevant for the first part of this action...

Astraden attempts to step away from the stifling silence and invokes Olidammara's power with her mask. "Aktivirajte go režimot na teška fantazija!"

She points out the nearest shade to Carina and Eben, now visible despite the encroaching darkness. "See? Just a heron."

Move half speed outside of the silence zone (not sure if the shades threaten, if they take AOOs it's fine) and cast antimagic field. If she does take any AOOs for movement she'll cast defensively, 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34.

Caster level checks in clockwise order from the furthest west shade.
Caster level: 1d20 + 15 ⇒ (8) + 15 = 23
Caster level: 1d20 + 15 ⇒ (7) + 15 = 22
Caster level: 1d20 + 15 ⇒ (12) + 15 = 27
Caster level: 1d20 + 15 ⇒ (6) + 15 = 21
Caster level: 1d20 + 15 ⇒ (13) + 15 = 28

She then walks back into the fray, drawing her godfather's rapier as she does.

Spending an action point for an extra movement action [11/13]. AC only like 17 when demagicked. Rolling some more CL checks for the second position (counted from furthest west and clockwise as before).

Caster level: 1d20 + 15 ⇒ (11) + 15 = 26
Caster level: 1d20 + 15 ⇒ (8) + 15 = 23
Caster level: 1d20 + 15 ⇒ (12) + 15 = 27
Caster level: 1d20 + 15 ⇒ (12) + 15 = 27


The Mournful Song, The Isle of Last Resort

As Astraden casts her spell, the magical darkness around her vanishes in a pure dome of magic suppression. A constant gentle hum in the back of his head Eben never consciously registered suddenly goes quiet. Several conjured shades wink out instantly, while other shades' bodies only vanish where they enter the sphere, cut across as if on the dissection table.

As she moves, some reappear, and others disappear again. Most notably, sound suddenly returns to the group, and a good portion of the magical darkness fades away like dust dropped into a river.

Tokens marked with an X have either totally disappeared or, in the case of the furthest west and furthest south ones, disappeared only within the area of Astraden's spell, meaning they don't occupy their full normal space. Note that one of the ankous in the area of effect is real--his Silence is suppressed, but he's still here.

The big white aura is Silence (currently suppressed fully). The dark aura is Deeper Darkness (currently suppressed partially). The yellow aura around Astraden is the Antimagic Field.

Round 2: Carina and Clunk are up!


Temp Acid Resist: 30|Action Points: 10/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 85/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina hustles through the antimagic aura, stopping in the silenced area.

Spending an action point for that to be a bonus move action.

Then she turns on the visible ankou to her right (blue ankou) and starts bombarding it with bombs!

Holy Bomb *Haste, Good Hope, PBS*: 1d20 + 18 ⇒ (8) + 18 = 26
Holy Bomb *Haste, Good Hope, PBS*: 1d20 + 18 ⇒ (13) + 18 = 31
Holy Bomb *Haste, Good Hope, PBS*: 1d20 + 13 ⇒ (5) + 13 = 18
Holy Bomb *Haste, Good Hope, PBS*: 1d20 + 8 ⇒ (1) + 8 = 9

Damage?: 8d6 + 7 ⇒ (3, 1, 3, 5, 1, 5, 1, 4) + 7 = 30
Damage?: 8d6 + 7 ⇒ (5, 3, 1, 5, 3, 2, 5, 3) + 7 = 34
Damage?: 8d6 + 7 ⇒ (5, 2, 5, 3, 6, 5, 1, 2) + 7 = 36
Damage?: 8d6 + 7 ⇒ (3, 4, 4, 4, 2, 1, 6, 4) + 7 = 35


The Mournful Song, The Isle of Last Resort

Two hits.

As nimble as the corrupted spirits are, two of Carina's vials connect dead-on, and the real ankou lets out a scream as it is briefly engulfed in holy fire. It seems badly hurt, but as black lichen spreads across its body, it manages to extinguish the flames.

I'll get Clunk's up tomorrow, but thought I could at least post this.


The Mournful Song, The Isle of Last Resort

Meanwhile, Clunk, still in the darkness and unaware that there's a space clear of the darkness, addresses one of the ankous he can hear nearby: "You should fall back to recover your bearings."

As it sounds like it ignores his suggestion, he lunges at it, his mechanical arm whirring, opening up to reveal some disturbing contraption nobody can see.

Will Save: 1d20 + 13 ⇒ (16) + 13 = 29

Vampiric Touch Miss Chance: 1d100 ⇒ 37

He misses, though, on his first swing.

Round 2: Orange/Blue/Yellow

Carina's target (Blue) hisses and flies at her, joined by its three intact minions. Abandoning all magic, it and the shades just aim to shred her apart.

It waits for its summons to offer flanking before attacking, so it can get Sneak Attack.

Claw/Claw/Wing/Wing/Tail (flanking) @ Carina: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 291d20 + 9 + 2 ⇒ (18) + 9 + 2 = 291d20 + 9 + 2 ⇒ (20) + 9 + 2 = 311d20 + 9 + 2 ⇒ (17) + 9 + 2 = 281d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

Damages (sneak attack): 1d6 + 8 + 2d6 ⇒ (1) + 8 + (1, 1) = 111d8 + 4 + 2d6 ⇒ (1) + 4 + (5, 2) = 121d8 + 4 + 2d6 ⇒ (7) + 4 + (6, 3) = 201d8 + 4 + 2d6 ⇒ (2) + 4 + (3, 6) = 151d8 + 4 + 2d6 ⇒ (5) + 4 + (2, 2) = 13

Bleeds: 2d6 ⇒ (1, 6) = 72d6 ⇒ (6, 3) = 92d6 ⇒ (1, 4) = 52d6 ⇒ (4, 4) = 82d6 ⇒ (4, 2) = 6

Crit?: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 1d8 + 4 ⇒ (7) + 4 = 11

So, if a 28 hits, that's a total of four hits (including a crit) for 69 damage and three counts of bleed for 21 damage this round. Total of 80 damage.

If a 29 hits but a 28 misses, that's a total of three hits (including a crit) for 54 damage and two counts of bleed for 16 damage this round. Total of 70 damage.

If only the crit hits, that's one hit for 20 damage and a single count of bleed for 5 damage this round. Total of 25 damage.

The far northeast ankou (Orange) flicks a hand, directing the half-suppressed shade bearing the darkness effect to retreat from the fight. Nobody sees this, of course. But the darkness suddenly lifts, and everyone sees the vast sphere of blackness departing. The northeast ankou and its other minions dive towards the battle, apparently having abandoned the strategy of divide-and-conquer in favor of something much more direct. The shades form a distant ring as they draw near, as if trying to ensure Astraden can't dispel more than one or two at a time.

The summoner among them works some magic on itself, and its eyes glow with perfect awareness. Move and cast True Seeing.

As its nearby Green companion halts in its readied spell, almost seeming frustrated at the tricksome magic of Olidammara, the ankou to the north (Yellow) soars straight at Astraden and goes for the throat. Meanwhile, its shades focus entirely on Eben and Clunk, their only reachable targets.

Tail @ Astraden: 1d20 + 9 ⇒ (5) + 9 = 14

Round 2: Tanith, Eben, Cuetzpalli and Farrukh are up!


The Mournful Song, The Isle of Last Resort

Sorry, I keep doing that. The shades for Orange/Blue/Yellow are up. Then y'all.


Four shades converge on Carina, being careful not to unalive themselves on the Antimagic Field. Then they begin to blender her.

Attacks on Carina 1: 5d20 ⇒ (16, 2, 8, 3, 19) = 48
Attacks on Carina 2: 5d20 ⇒ (16, 19, 10, 6, 3) = 54
Attacks on Carina 3: 5d20 ⇒ (6, 19, 13, 20, 15) = 73
Attacks on Carina 4: 5d20 ⇒ (5, 2, 1, 20, 13) = 41

Confirm 1 attack?: 1d20 ⇒ 8

Carina Will?: 1d20 ⇒ 13

Carina is nicked once, but disbelieves the shade and so only takes 1d8 + 4 ⇒ (7) + 4 = 11 2 damage, and begins to bleed.

---

Seeing (metaphorically) that the Darkness is hindering more than helping, the shade with the magicked stone flies off and deposits it elsewhere, then it and its brethren also converge on Carina.

The remaining shades assault Clunk and Eben.

Attacks on Eben 1: 5d20 ⇒ (4, 17, 1, 13, 7) = 42
Attacks on Eben 2: 5d20 ⇒ (5, 6, 8, 5, 18) = 42

Attacks on Clunk: 5d20 ⇒ (19, 11, 3, 1, 1) = 35

All of them miss Eben as he dances to his own tune, but one nicks Clunk with its claw.

Clunk will?: 1d20 ⇒ 18

Ankou Spell Resistance: 1d20 + 15 ⇒ (20) + 15 = 35

Damage: 1d6 + 8 ⇒ (3) + 8 = 11

Clunk also takes 2 damage.


*=temporarily buffed Human Bard 15/Ranger 1 — 104/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 1/3 5th, 1/4 4th, 0/5 3rd, 4/6 2nd, 3/6 1st — Panache 3/3— Performance 12/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 2/3, Forzamele 2/3

Eben, now that he can see the enemies on several sides of him (and, more importantly, they can see him...) dances back out of their reach before summoning his bow to hand and launching a volley of arrows at the nearst opponent.

Taking a 5-foot step back; this may leave me in threat range of the one ankou south of Clunk, but should keep me safe from the two north/northwest of my old position. All attacks are initially directed at that ankou, if it dies I redirect all my other attacks at the one due north of Clunk. Forzamele actiavtes weapon of awe as I attack. Using the +2 to attack/+2 dodge to AC from Astraden's blessing. Clustered shots applies to their DR.

With blessing of fervor superseeding haste's ac bonus, EBen's effective AC is 37 this round.

manyshot longbow+PBS+Inspire courage+blessing of fervor+find fault+good hope: 1d20 + 20 + 1 + 3 + 2 + 5 + 2 ⇒ (15) + 20 + 1 + 3 + 2 + 5 + 2 = 48

damage Manyshot1+PBS+inspire courage+weapon of awe+arcane strike+good hope, gravity bow: 2d6 + 4 + 1 + 3 + 2 + 4 + 2 ⇒ (1, 5) + 4 + 1 + 3 + 2 + 4 + 2 = 22

damage Manyshot2+PBS+inspire courage+weapon of awe+arcane strike+good hope, gravity bow: 2d6 + 4 + 1 + 3 + 2 + 4 + 2 ⇒ (4, 2) + 4 + 1 + 3 + 2 + 4 + 2 = 22

rapid shot longbow+PBS+Inspire courage+blessing of fervor+good hope: 1d20 + 20 + 1 + 3 + 2 + 2 ⇒ (3) + 20 + 1 + 3 + 2 + 2 = 31

damage rapid shot longbow+PBS+inspire courage+weapon of awe+arcane strike+good hope, gravity bow: 2d6 + 4 + 1 + 3 + 2 + 4 + 2 ⇒ (6, 1) + 4 + 1 + 3 + 2 + 4 + 2 = 23

hasted longbow+PBS+Inspire courage+blessing of fervor+good hope: 1d20 + 20 + 1 + 3 + 2 + 2 ⇒ (4) + 20 + 1 + 3 + 2 + 2 = 32

damage, hasted longbow+PBS+inspire courage+weapon of awe+arcane strike+good hope, gravity bow: 2d6 + 4 + 1 + 3 + 2 + 4 + 2 ⇒ (6, 5) + 4 + 1 + 3 + 2 + 4 + 2 = 27

iterative lonbow1+PBS+Inspire courage+blessing of fervor+good hope: 1d20 + 15 + 1 + 3 + 2 + 2 ⇒ (7) + 15 + 1 + 3 + 2 + 2 = 30

damage, iterative longbow1+PBS+inspire courage+weapon of awe+arcane strike+good hope, gravity bow: 2d6 + 4 + 1 + 3 + 2 + 4 + 2 ⇒ (1, 3) + 4 + 1 + 3 + 2 + 4 + 2 = 20

iterative lonbow2+PBS+Inspire courage+blessing of fervor+good hope: 1d20 + 10 + 1 + 3 + 2 + 2 ⇒ (20) + 10 + 1 + 3 + 2 + 2 = 38

damage, iterative longbow2+PBS+inspire courage+weapon of awe+arcane strike+good hope, gravity bow: 2d6 + 4 + 1 + 3 + 2 + 4 + 2 ⇒ (5, 4) + 4 + 1 + 3 + 2 + 4 + 2 = 25

using my moment of greatness doubling for the crit confirm.

crit confirm, iterative2+PBS+Inspire courage+blessing of fervor+good hope: 1d20 + 10 + 1 + 3 + 2 + 4 ⇒ (18) + 10 + 1 + 3 + 2 + 4 = 38

crit damage, iterative longbow2+PBS+inspire courage+weapon of awe+arcane strike, gravity bow: 4d6 + 8 + 2 + 6 + 4 + 8 ⇒ (4, 6, 6, 5) + 8 + 2 + 6 + 4 + 8 = 49


The Mournful Song, The Isle of Last Resort

Eben's arrows fill the bodies of three of the shades like pincushions, and they explode into wisps of shadow.

Round 2: Tanith, Cuetzpalli and Farrukh are up!


*=temporarily buffed Human Bard 15/Ranger 1 — 104/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 1/3 5th, 1/4 4th, 0/5 3rd, 4/6 2nd, 3/6 1st — Panache 3/3— Performance 12/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 2/3, Forzamele 2/3

"And THAT'S how you deal with shadow monsters!" Eben shouts triumphantly, though perhaps not completely justifiably, as he manages to single-handedly take out the three weakest opponents on the field.


THP: HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: good hope, shield, owl's wisdom

AC 31/15/30 currently

Cuetzpalli just continues to swing at the closest monster.

These are going on pink. 5' stepping to the right.
Kelmarchen (AS, PA, Good Hope, BoF): 1d20 + 30 + 2 + 2 ⇒ (1) + 30 + 2 + 2 = 352d6 + 37 + 2 ⇒ (6, 1) + 37 + 2 = 462d6 ⇒ (6, 3) = 91d20 + 30 + 2 + 2 ⇒ (13) + 30 + 2 + 2 = 472d6 + 37 + 2 ⇒ (4, 2) + 37 + 2 = 452d6 ⇒ (1, 1) = 21d20 + 21 + 2 + 2 ⇒ (15) + 21 + 2 + 2 = 402d6 + 37 + 2 ⇒ (2, 3) + 37 + 2 = 442d6 ⇒ (6, 4) = 101d20 + 16 ⇒ (13) + 16 = 292d6 + 37 + 2 ⇒ (2, 1) + 37 + 2 = 422d6 ⇒ (4, 4) = 81d20 + 11 ⇒ (18) + 11 = 292d6 + 37 + 2 ⇒ (6, 4) + 37 + 2 = 492d6 ⇒ (3, 6) = 9

Attack 1: Natural 1!
Attack 2: 47 for 45 and 2 holy
Attack 3: 40 for 44 and 10 holy
Attack 4: 29 for 42 and 8 holy
Attack 5: 29 for 49 and 9 holy


The Mournful Song, The Isle of Last Resort

Cuetzpalli grievously injures one of the real ankous. His spelled blade cuts deep across its gut, and as it lets loose a partially-silenced scream, ichor-coated insects crawl out from the wound. The corruption of this wood--or of whatever dwells at its center--seems to have completely consumed the fey's bodies.

Tanith is up.


Male Suel Sacred Fist/Godling 15 | 111/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 7/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Seeing Carina surrounded by foes, both real and imagined, Tanith starts hacking his way toward her.

In the interest of not calculating things without magic, Tanith will move out of the AMF provoking from pink. Attacking blue.

Attack (GMW, good hope, power attack, fatigue): 1d20 + 22 + 3 + 2 - 3 - 1 ⇒ (19) + 22 + 3 + 2 - 3 - 1 = 42
Damage: 1d10 + 13 + 3 + 3 + 2 + 9 + 7 ⇒ (1) + 13 + 3 + 3 + 2 + 9 + 7 = 38

Confirming?: 1d20 + 22 + 3 + 2 - 3 - 1 ⇒ (6) + 22 + 3 + 2 - 3 - 1 = 29
Extra Damage: 1d10 + 13 + 3 + 3 + 2 + 9 + 7 ⇒ (6) + 13 + 3 + 3 + 2 + 9 + 7 = 43

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